Hi, Currently i'm creating a hero arena and have a few heroes (Attributes and all). One of my Heroes has a purge ability that is supposed to only remove negative buffs. But when casted it sets all the attributes to 0(Removing all the attribute Bonuses[the attribute system relies on *Hidden* attribute bonuses]) Im not quite sure how to use the validators to only remove Negative Buffs. Any help or guides?
So Ive come to find out that, even with the map size limit of 20 MB that we can use mods to bypas the 20MB Limit placed by blizzard, in my case for imported models(Which take up a huge amount of data) and other data from the data editor.
My problem arises in how? I Mean I know how mods work(Sort of Dependency).
I know how to include them and make them fully functional, but On Battle.net I'm unaware on how it works. I know you can upload mods to battle.net, But that requires memory out of your maximum limit, therefore almost bashing my dreams of a 100mb+ map (Alot of Custom WOW models for a Hero Arena) And I don't want to be forced to delete all my current maps (Not saying I wont if I have to), and change them around when my friends want to play. Way too much of a hassle to be intertaining.
So I guess what Im asking is do you have to upload all the Mods(Dependencies with Models) to Battle.net as well as the map? Or can I just upload the map, and my friends will download the Mod along with the process of downloading the map?
works thanks. I looked at the unburrow the vortex uses, and basically copied it. does anyone have a link for the issue orders so i can learn them a little better for future reference.
Hi Guys, I currently have an ability that in short summons 3 ultralisks (Using a Persistent and a Create Unit effect[all spread ou]) but for the visual i wanted it to be 3 burrowed ultralisk suddenly pop out of the ground. So i created 2 new units(Ultra,BurrowedUltra[actors+ability visual complete]). But when the ability is cast, everything goes good, the 3 burrowed ultralisk appear but i cant seem to make them unburrow as soon as they spawn. Im currently using a "set" effect that applies a "timed life", and an "apply behavior" that applies a behavior that on initial effect uses an issue order effect that is supposed to unburrow the ultralisk. But this is where i am lost, Ive never used an issue order effect and not entirley sure what each parameter does.
(Quick mapping of my ability) >
Ability > Create Persistent at Target > Create burrowed ultra(3 times, with set effect) > set effect(Timed life, apply unburrow behavior) > unburrow behavior(Init effect = Issue Order:Ultralisk Unburrow)
ingame the ultras do not unburrow. But the ability i created for them does work and they unburrow correctly.
not entireley sure why the ability does not work all the way through. any help?
Is it possible to have units with random values? Id like to give units in game a chance to get either a melee weapon with high damage or a long range weapon with low damage. The randomized values already occur in Dark templars with a random model (Scythe or Blades). Is this also possible with weapons?
to reply* I Apologize the maps are similar, and was not attempting to copy your map. But how would I have known since your map isn't up on the popularity charts (Hint Hint) :P (No disrespect but it helps prove my point that I didnt even know anyone else had a similar idea when I started the map, And I was just remaking the classic from Starcraft 1)
Hi Everyone. Transitioning from Wc3 Mapmaking to Starcraft 2 Mapmaking was a big jump for some(Including me) and I feel after practice my map making skills have improved in Sc2, but I have no Way to show these maps to the public(Atleast where they will be seen easily). I feel that We need a thread where players post the name of there map and other information(such as Where to download) so we can all try to bump the good maps to the First pages.
I feel like starting this with my maps i wish to present to the community(I wish for Critiscm Via PM's please)
Its all done, everything works now lol. Actually the error itself was a parameter error. I believe I had nested functions in a weird order that caused the error to occur. But it all works now, after I revamped it. Thanks everyone
Hey guys, Currently its late where I am, but I cannot find out whats wrong with my triggers. Maybe I'm tired but can someone look at it and make sure they don't see anything that doesn't fit. Its suppose to continually make scvs after they're destroyed. But it doesn't run. Player 1 is the User player, player 3 is a computer with AI that attacks and defends play 4 which is transferring the scvs.
KillSCV'sEventsUnit-AnyUnitdiesLocalVariablesConditionsAndConditions(Ownerof(Triggeringunit))==4(Unittypeof(Triggeringunit))==SCVActionsVariable-Set#ofSCVsDead=(#ofSCVsDead+1)Unit-Create1SCVforplayer4atSpawnScvsHerefacing270.0degrees(NoOptions)Leaderboard-Createaleaderboardwith1columnsand1rows,withthename"Number of Scv's Destroyed",andusing(100%,100%,100%)color.Variable-SetReamainingSCVs=(Lastcreatedleaderboard)Leaderboard-SetReamainingSCVsitemtextatcolumn1androw1to(Text(#ofSCVsDead))Unit-Orderallunitsin(AnyunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(SCV-GathertargetingMineralField[17.00,65.50])(ReplaceExistingOrders)General-If(Conditions)thendo(Actions)elsedo(Actions)If(Ownerof(Killingunit))==1ThenPlayer-Modifyplayer1Minerals:Add20UI-Display"+20 Minerals"for(Allplayers)toChatareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=6#ofSCVsDead<=16ThenUnit-Create3Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=17#ofSCVsDead<=24ThenUnit-Create3Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create2Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=25#ofSCVsDead<=32ThenUnit-Create6Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=33#ofSCVsDead<=39ThenUnit-Create6Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Hellionforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(HellionunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseTrigger-Turn(Currenttrigger)Off
Is it possible to have a weapon, that gets bonus damage from how much energy the unit has? For example, Let's say I have a High templar, and give him a weapon called "psi blast". The damage does a base of 5 damage, with a cool down of 1.2 seconds. is it possible to have a bonus damage occur if, "High Templars Remaining Energy is at 50% or lower, no bonus to weapon damage, if 51% to 70% (Add 5 damage to base), if 71% to 100%(add 10 damage to base). I'm not entierley sure how to do this, or if its possible. if anyone has suggestions, it'd be greatly appreciated.
Im not really mad about that, i'm mad that just the trouble of changing all campaign aspects back to melee is a hassle(For example, not allowing a barracks to train all the units it can, allowing a nexus to use chrono boost again, ect.). I know the data editor is a very very powerufl tool that allows you to create alot. I remeber wc3 trigger based abilities, in fact thats all they really were when it came to good abilities. But i'm not entirley sure how to export just a model, (place it in a mod?), and then add that dependency to my map for later use. For example In my map, I want the hybrid models, and the hero models. But am not even sure how to only pull them from the campaign dependency.
0
Hi, Currently i'm creating a hero arena and have a few heroes (Attributes and all). One of my Heroes has a purge ability that is supposed to only remove negative buffs. But when casted it sets all the attributes to 0(Removing all the attribute Bonuses[the attribute system relies on *Hidden* attribute bonuses]) Im not quite sure how to use the validators to only remove Negative Buffs. Any help or guides?
0
So Ive come to find out that, even with the map size limit of 20 MB that we can use mods to bypas the 20MB Limit placed by blizzard, in my case for imported models(Which take up a huge amount of data) and other data from the data editor.
My problem arises in how? I Mean I know how mods work(Sort of Dependency). I know how to include them and make them fully functional, but On Battle.net I'm unaware on how it works. I know you can upload mods to battle.net, But that requires memory out of your maximum limit, therefore almost bashing my dreams of a 100mb+ map (Alot of Custom WOW models for a Hero Arena) And I don't want to be forced to delete all my current maps (Not saying I wont if I have to), and change them around when my friends want to play. Way too much of a hassle to be intertaining.
So I guess what Im asking is do you have to upload all the Mods(Dependencies with Models) to Battle.net as well as the map? Or can I just upload the map, and my friends will download the Mod along with the process of downloading the map?
0
@DrSuperEvil: Go
works thanks. I looked at the unburrow the vortex uses, and basically copied it. does anyone have a link for the issue orders so i can learn them a little better for future reference.
0
Hi Guys, I currently have an ability that in short summons 3 ultralisks (Using a Persistent and a Create Unit effect[all spread ou]) but for the visual i wanted it to be 3 burrowed ultralisk suddenly pop out of the ground. So i created 2 new units(Ultra,BurrowedUltra[actors+ability visual complete]). But when the ability is cast, everything goes good, the 3 burrowed ultralisk appear but i cant seem to make them unburrow as soon as they spawn. Im currently using a "set" effect that applies a "timed life", and an "apply behavior" that applies a behavior that on initial effect uses an issue order effect that is supposed to unburrow the ultralisk. But this is where i am lost, Ive never used an issue order effect and not entirley sure what each parameter does. (Quick mapping of my ability) >
Ability > Create Persistent at Target > Create burrowed ultra(3 times, with set effect) > set effect(Timed life, apply unburrow behavior) > unburrow behavior(Init effect = Issue Order:Ultralisk Unburrow)
ingame the ultras do not unburrow. But the ability i created for them does work and they unburrow correctly. not entireley sure why the ability does not work all the way through. any help?
0
Is it possible to have units with random values? Id like to give units in game a chance to get either a melee weapon with high damage or a long range weapon with low damage. The randomized values already occur in Dark templars with a random model (Scythe or Blades). Is this also possible with weapons?
0
@grenegg: Go
to reply* I Apologize the maps are similar, and was not attempting to copy your map. But how would I have known since your map isn't up on the popularity charts (Hint Hint) :P (No disrespect but it helps prove my point that I didnt even know anyone else had a similar idea when I started the map, And I was just remaking the classic from Starcraft 1)
0
Hi Everyone. Transitioning from Wc3 Mapmaking to Starcraft 2 Mapmaking was a big jump for some(Including me) and I feel after practice my map making skills have improved in Sc2, but I have no Way to show these maps to the public(Atleast where they will be seen easily). I feel that We need a thread where players post the name of there map and other information(such as Where to download) so we can all try to bump the good maps to the First pages.
I feel like starting this with my maps i wish to present to the community(I wish for Critiscm Via PM's please)
Please Post your map,How to access it, and a helpful link :D \/ \/
0
To Download go through Sc2 and Search for "Can you stop one unit?"
0
Its all done, everything works now lol. Actually the error itself was a parameter error. I believe I had nested functions in a weird order that caused the error to occur. But it all works now, after I revamped it. Thanks everyone
0
Changed how I did this. I did how you said but now it gives me an error when the function attempts to run. Here's the code
0
Is their currently a function that would create a random unit at a point? Because I've looked through and seen none. any help?
0
Hey guys, Currently its late where I am, but I cannot find out whats wrong with my triggers. Maybe I'm tired but can someone look at it and make sure they don't see anything that doesn't fit. Its suppose to continually make scvs after they're destroyed. But it doesn't run. Player 1 is the User player, player 3 is a computer with AI that attacks and defends play 4 which is transferring the scvs.
0
Which type of validator do i create? (Note this is the first time i'd be playing with validators)
0
Is it possible to have a weapon, that gets bonus damage from how much energy the unit has? For example, Let's say I have a High templar, and give him a weapon called "psi blast". The damage does a base of 5 damage, with a cool down of 1.2 seconds. is it possible to have a bonus damage occur if, "High Templars Remaining Energy is at 50% or lower, no bonus to weapon damage, if 51% to 70% (Add 5 damage to base), if 71% to 100%(add 10 damage to base). I'm not entierley sure how to do this, or if its possible. if anyone has suggestions, it'd be greatly appreciated.
0
Im not really mad about that, i'm mad that just the trouble of changing all campaign aspects back to melee is a hassle(For example, not allowing a barracks to train all the units it can, allowing a nexus to use chrono boost again, ect.). I know the data editor is a very very powerufl tool that allows you to create alot. I remeber wc3 trigger based abilities, in fact thats all they really were when it came to good abilities. But i'm not entirley sure how to export just a model, (place it in a mod?), and then add that dependency to my map for later use. For example In my map, I want the hybrid models, and the hero models. But am not even sure how to only pull them from the campaign dependency.